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Mage: The Ascension vs Thrive to Survive

Compare Mage: The Ascension and Thrive to Survive side by side. See differences in complexity, dice, genre, cost, and more.

Mage: The AscensionThrive to Survive
GenreFantasy, Modern, HorrorHorror, Modern, Post-Apocalyptic
TagsFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress MechanicsSurvival, Tactical, Crunchy, Resource Management, Base-Building, Character Building, Simulation, Skill-Based
Core MechanicBuild a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox.Roll d20 + skill ranks + the related attribute and meet or beat a difficulty set by the Apocalypse Master. An untrained skill adds half its attribute, while opposed checks compare totals.
Diced10 dice poold20
ComplexityVery HighHigh
AccessibilityHighMedium
RunnabilityVery HighHigh
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherOnyx Path PublishingCaden Humpherys
Year20152026
Best ForGroups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.Groups who want a long-form modern zombie-survival campaign built around tactical grid combat, body-location injuries, detailed crafting, and turning scavenged materials into a defended settlement. It suits an Apocalypse Master who wants tools for custom infections, encounters, and campaign goals.
HighlightsNine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality.Attacks pair maneuver-specific hit numbers with 2d10 location rolls, so armor, crippling injuries, and targeted strikes make each body part matter. Crafting links designs, material types, construction, generators, and storage, turning scavenged supplies into weapons and a working refuge. The Apocalypse Master chooses an infection model and modifies zombie templates, allowing campaigns to shift from base defense to a cure hunt without changing the core rules.
ConsiderationsImprovised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play.Combat resolves attacks through hit checks, location rolls, armor reduction, location health, and injury effects, creating multiple steps for every successful strike. Characters track food, water, sleep, fatigue, carry weight, ammunition, and ten crafting materials, making resource bookkeeping a central part of play. The system assumes a modern zombie apocalypse, so adapting it to other settings requires replacing much of its equipment, infection, and campaign material.